Creative Journey: No Real Complaints

Creative Journal #6 I need my Creative Juice to Kick In

Hello again, it’s been a week and while I wait for my go juice (coffee) to kick in, I’m going to write up what I worked on yesterday.

Chapter 3 has been finished and I’ve passed the 6k work mark. I find that I am looking for places in my day to add writing and I am also disappointed when things like my laptop running out of battery at work prevent me for keeping my writing jam going during lunch.I had taken my laptop to write in the morning and again at lunch. Fire up the machine, burrito warmed, and “battery critically low”……I was non-plussed.

While I write Chapter 3 yesterday, I will be posting Chapter 2 below. I’m also going to add a link where the whole story will reside as it grows. Feel free to leave your comments in that file 🙂

Lessons I’ve learned in the last week:

1) Don’t take breaks when there are time references being made I will need to reference in the not too distant future.

2) Tell people you’re writing a book (or working on a creative thing)

3) Reward yourself

Expanding on these lessons……

There is a dialogue where I use what the dock owner says to set the timeline for the rest of the chapter. I slogged through the dialogue and called it a night. This was Tuesday…..then I get to Friday, sit down, and it turned into an exercise of re-reading what the characters said in order to write the rest of the chapter. NOW…..I know I could just leave it and edit later. However, I want to form good habits now and since I am sharing this as I go along, I want this to make as much sense as possible for you. I’d hope early readers would be a little forgiving when it came to notes in the text but I don’t want to do a thing where I take you out of the story. As a reader is reader, if there is a timeline or plot hole separated by 2 paragraphs, that doesn’t read well. While the reality is that the separation is a few days for the writing, it is a matter of minutes for the reader. Let’s not be my own worst enemy.

I’ve been telling people I’m writing a book and the reaction is almost universal. “What kind?” and “That’s exciting!” and I have to say, it makes me want to write more. I am pretty sure I said this in my last post (no, I’m not going back to look) but the consistency in the reactions is great. In general terms, I saw the same reaction when I was designing games more regularly, people are usually interested when you are taking on a project. I think the big different between a game and a book is that people know how to engage with a book or the idea of writing a book. With games, people have no ideas games can even be designed. That probably sounds weird but in my experience, people don’t know what to say to “I designed a board game”. On the other side of that, “I’m writing a book” people can immediately reference the books they’ve read, papers they’ve written and they can estimate the effort required to write a book. Not to say the effort to make a game is any less, books are more understandable.

Reward yourself for your efforts. I’m not a fan of dialogue. I don’t have the writing pallet yet to get multiple characters that much…..character. I know this and I don’t expect to be good at dialogue in my first book. With this in mind, I’m going to get through it and because I’m eating my vegetables, I’m going to design a sporting even for the Luxe Universe! I know it will be in the book at some point, I just don’t know when. What I do know is that I’m very much looking forward to adding this sport and it will be a thing built into the story which will keep me going. I suppose you could call it a Quidditch clone mechanics, not the sport (it isn’t designed yet) but the idea of adding a sport to a story that may or may not need it. But sport has a special way of bringing people together and in a world where there are a lot of dudes floating around, they will want competition, so it fits.

Those are my lessons for the week. I am setting a goal……of sorts. I am not a fan of goals as they are too specific for me. I prefer to “work to constantly improve” which may sound like a cop-out but I’m working on so many things at the same time……usually…..that I don’t want to set a goal I know I won’t meet because it is too specific.

I want to be done with the first draft in 16 weeks. I wanted to write that as 4 months but I think 16 weeks has a little more punch. It is July 15th @ 6.52am……first draft will be done Nov 15th.

Below you will find chapter 2, as always, unedited and notes included. Please feel free to leave comments.

https://docs.google.com/document/d/1xeM2AH3Quh9v8LtiT_Glr12PfChtadUz9dG6WqjTfRE/edit?usp=sharing

Chapter 2

The train was making it’s way out of the station when Daryl got the reply

##add back the message details

::Hey Daryl, good to hear from you. I do have a controller job open. I’ve been really pleased with Darren’s bots and efforts so far [Details Set – Off]::

::Makes me proud to hear that, his cousin is looking for a job and I wanted to ask if I could set up an interview::

::Sure, can you have him apply through the boards?::

::[Encrypt Set – On] There is a reason I wanted to reach out before we took that step::

::[Encrypt Request Confirm – Yes/No] {Yes} I’m intrigued::

::[Encrypt Confirmed] Her name is Sarah::

::[E] Ah……I see. Well you know how I feel about the culture up here. It stinks. And if Sarah is as good a worker as Darren, I would be pleased to have her aboard. What kind of fleet does she operate?::

::[E] [Add Participant : SARAH]::

Sarah’s data pad gave her a new chat notification

“Tarik wants to know about your fleet” Daryl informed her

::[E] Sarah: Hi Tarik, my Uncle says you want to know about my fleet. I run 10 bots. They are all inspector-transport hybrid bots. I am building my first construction bot now. I have tested all my bots in the pool. I also helped Darren build up his fleet when he was recruited::

::[E] Tarik: Hi Sarah, pleasure to meet you. I’m sorry we can’t go through the normal channels on this one. I understand you’re responsible for the interface program Darren has been running::

::[E] Sarah: That’s correct. When Darren and I built bots in the shop, I focused on the programming and got a lot of help from Darren with the bot building. I’ve learned a lot about the building since he’s been on the Trade Moon and I think I am ready to make the jump::

::[E] Tarik: I’m not worried about your skills to be honest. The only question I have for you is, are you prepared for what you will have to do  when you’re up here? It will be easy to “hide” you by giving you off shifts. We can have you working behind the scenes on the programming. I don’t know how much on-site work you’ll be able to do but we’ll cross that bridge when we get there. Assuming of course, you’re ok with what it will be like while you are here?::

::[E] Sarah: My Uncle has told me what it would be like to work up there as far as the culture is concerned. I just want a chance to work on the Trade Moon::

::[E] Tarik: Excellent, I need to chat with your Uncle about the best way to get you up here::

::[E] Sarah: Thank You! Thank You! You won’t be disappointed!::

::[E] Daryl: Thank you Tarik. Let’s hop on the Verbal Comms when I get home. That work for you?::

::[E] Tarik: Let’s jump on comms tomorrow. Evans is floating around the office the next several shifts::

::[E] Daryl: Understood. Chat tomorrow. Thanks again. She will be a good worker for you::

::[E] Sarah: Thanks Again!

::[E] Tarik: My Pleasure, glad I can make this happen for you, check the job posting when you have a moment::

 

Sarah pulled up the Trade Moon job board with here data pad. She scrolled to the bottom where Tarik’s name was listed. Bot Controller now showed as [Cancelled]. It felt weird that a word with a negative meaning was the official notice she was going to be working on the Trade Moon but she knew the world she was going to would be small for her and this moment where she knew where she was going with her next step was quietly exhilarating.

 

A few days later, the plan had been thought out and tickets purchased. Space tourism for the masses was becoming a thing on the planet Luxe. Tourists to the Trade Moon were on a regular schedule and discussions for trips to the [other moon’s name] were happening. The technological jump which made space travel for the masses possible was the space elevator provided by the [AA]. Located on Luxe’s equator, there were regular shuttles from the Hub [reference city Sarah lives near?] going to the elevator. Most of those shuttles were for the contractors on their way to the Trade Moon but tourist travel was increasing over time.

 

The most popular form of tourism to the Trade Moon was to go for a week. It was a 6 hour trip to the top of The Elevator. [##there is only one elevator right now, hence why it is called “The Elevator”] From there, it was a 2-4 day hopper shuttle to the Trade Moon. Once on the surface, tourists would be assigned a place to stay and taken on a tour. The tour was sparse as there was no commercial presence yet on the Trade Moon. There was an agreement in place among the dock owners that commercial businesses and the expansion of tourism on the Trade Moon would wait for the Space Gov’t to get up and running. After the guided tour, the Trade Moon visitors were left to their own devices, assuming they stayed in the public areas. From the public zones, they could see the trade docks at work and get a good view of the central station of the hook travel network. It was difficult to see the different ships coming into and out of the Moon Hub since bots took care of most of the last mile transportation. This meant the tourists would get to see the different bot fleets working together to move goods from one place to another but they inspection and construction and inspection jobs were much more luck of the draw. Tourists would have 2-3 full days on the Trade Moon then they would make the trip back.

 

A tourist trip was going to be step one to getting Sarah on the Trade Moon and into her new job. Her Uncle would leave 3 days after Sarah. She was booked on a week long trip to the Trade Moon. She would get to do the tourist thing for a few days, see what sights there were to see, look at how the bot fleets work together and get used to the layout of the Moon Hub, at least from a tourist’s point of view. Her Uncle would depart via direct flight on one of the worker shuttles departing from the Planet Hub. Moon workers were given the faster mode of transport to the moon since there was only one space elevator. Daryl would take her bots with him and if anyone asked, he was there for a visit and to drop off the rest of Darren’s bots.

 

*   * *

Sarah boarded the space elevator with a group of 15 tourists. A family of 4, both the children between the ages of five and ten sat in the corner of the cable transport gondola. Two college aged who were disappointed they would not get to see how the cable worked with the gondola. A group of 5 folks from the [green nation]. Sarah could not tell who the tour guide was but based on the conversation Sarah could hear, this was not a tech savvy group. They seemed interested and excited in the whole process but it was clear they fit the term “space tourist”. Sitting on the same bench seat as Sarah were two gentlemen who were mostly quiet, kept to themselves and seemed content to close their eyes and let the hours go by until they needed to board the shuttle on the Anchor.

The hours passed, as the gondola went up, so did Sarah’s excitement about what was happening. Around hour 2 she allowed herself to think about how this was the first time she was going to space. She was slightly upset with herself she had never stopped to think she had never been to space before. It was obvious, of course, but the reality of what working in space would mean had never really occurred to her.

The space elevator had the option to use an artificial gravity field, but this option was not made public. The idea being that, as the tourists went higher up, they would ease into the sensation of being in space. There was no way to avoid the jolt of weightlessness once they reached the anchor, but every little bit helped. The shuttle used to get tourists from the Anchor to the Trade Moon was fitted with gravity generator. It was always set to equal the Trade Moon’s gravity except during transfers. It was easier to get passengers into and out of they seats when they could take “normal” steps.

Sarah’s Uncle wanted her to have as much time to herself in the Moon Hub before she started work. He knew that once she got started in her job, she would be consumed by her work and she would also have to stay out of sight more often than not. He didn’t want her to lose sight of the fact she was on the Trade Moon and what we she doing and where she was doing was special and required her thoughts to make it above the ground she would be working under for days at a time. She could do her job, but Daryl didn’t want her to get stuck on the Trade Moon, regardless of the male dominated work environment. The galaxy could literally be hers.

Her room was located 3 levels underground. Food was available all the time in the form of nutrient pastes and flavorings. The children of the group were not pleased but they were plenty distracted watching the bot fleets working to move goods from ships to docks and back again. Sarah was also distracted by the fleets. She wanted to see the formations they flew in. She wanted to count how many were working in pairs or groups. She also wanted to identify potential ways to save time with a bot only fleet. She knew there were a lot of controllers who would work alongside their bots. This was not going to be an option for her, unless the work was in the dock. Inspection and construction jobs were out of the question.

Sarah’s datapad flashed a notification from her Uncle

::[E]Uncle Daryl: leaving in an hour. I’ll send a message once I’ve connected with Tarik::

 

*   * *

Daryl watched as Sarah’s bots were being loaded into the rockets storage. He sent her an encrypted message and made his way to his seat. There were three other workers on this transport. Daryl didn’t want to talk to anyone during the flight but the pilot recognized him.

“Administrator! What takes you back to the Trade Moon?” the pilot said.

“My son wanted the rest of his and I figured I would see what it was like up there since I had left, so here I am, bots in hold” Daryl answered.

“I think you’re going to be surprised, a lot has changed in the last 2 years”

Daryl was pleased to be noticed but they fewer people who knew he was on the Trade Moon, the better. He needed to be able to get back to the planet and not have people wonder how he got back.

The pilot, now in the cockpit came over the comms, “engines fire in ten minutes, set your belts to soft lock. Belts tighten 2 min to engine start up sequence. Flight time will be 18 hours. Feel free to move around the cabin and if you want to sleep, be sure to secure yourself to the walls. You don’t want to float around and bang your head against the wall. You will hear me again after injection, listen to Doris countdown and take off notifications.”

Doris, a digital voice, gave a 60 second warning to belts, a 30 second warning to engine start up and a 10 second countdown to take off. On the way up she gave answers to what the different noises were as the ascended.

“WHY ARE THEY TELLING US ALL THIS? THIS AIN’T OUR FIRST LAUNCH!” one of the passenger yelled out.

Daryl knew they were testing the comms system for high end space tourism. People would pay to get to the Moons faster, but it was best to keep them informed as they went through the process. The pilot needed to fly the transport, Doris was the solution.

 

*  * *  

Daryl, Sarah and her bots were on the Trade Moon. Daryl had messaged Sarah he was at the dock with Tarik and her bots were in the workshop waiting for her. At a predetermined location, Daryl and Sarah were going to swap places. While there was no easy way for the tourists to get to the dock section of the Moon Hub, Tarik could get them to a good spot. Sarah had already identified it and was waiting for them when they arrived.

Daryl could not wait too long as the shuttle which was supposed to take Sarah back to Luxe was departing in an hour. They only had a moment to speak.

“Thank you Uncle Daryl”

“Give em hell kiddo”

Daryl said another thank you to Tarik for the risk he was taking for him and his family.

Both parties went their separate ways

 

Daryl had boarded the shuttle back to the orbital Anchor. He felt a combination of pride and fatherly concern for what was left of his family now working on the Trade Moon. He knew they would be able to hold their own, but space, as he was aware, is an unforgiving place. He wanted to send a message decided to wait until he was back on planet.

 

 

 

Creative Journey: Going to Hit the Writing Gym

Creative Journal #5 Chapter 2: Struggle

I started Chapter 2 after taking a few days off from writing and I think that was a mistake. I’ve learned some lessons over the last couple days.

  1. Generalize some plot points for future use
  2. Need a plan to build my “writing stamina”
  3. Dialogue is difficult
  4. Limit time away from the story

My plan has always been to have multiple stories and give them common points of reference in time. One character in a story seeing another character while they are in their own story. I want to give readers attachment points from one story line to the next. I think this is going to be difficult, especially for a new writer but my theory is that the dividends paid by this kind of world building will have long term benefits to Luxe System stories. Lesson 1 this weekend has taught me that I need to generalize points in my story so I can easily reference them in the future. For example, there will be a ceremony on the Trade Moon later in the story. I need to give this ceremony a name or an event which will make it unique in time. In my head, I have been trying to make these common points specific to a character and what they are doing, rather than making a common point a global event. This means I will have to cross reference one character’s timeline to another character’s when using these common points, in order to avoid plot holes, but again, dividends.

Lesson 2 is all about getting myself used to writing for long periods. I took time off this week for life, capacity and schedule reasons. Life happens, but I’ve been sitting down today (Sunday), trying to make progress and I’m having a hard time getting through 1200 words. In attempting to diagnose the problem, well……I am unsure what the problem is. I do know Lesson 3, writing dialogue is part of the problem. Dialogue is hard. I take for granted how easy it is to talk. That sounds weird to me, but writing dialogue requires me to have to switch from one character’s POV to another and think about how they will respond, how they speak and what words they use. AND……I’m not even writing complicated dialogue with complicated characters. This is basic what I’m working on, but writing my first major conversation took a lot out of me. I think this will get better because I am not used to these characters yet. I think the solution is, over time I will get into the head of these characters and will be able to reference their motivations as quickly as I reference my own IRL.

Lesson 4 taught me that I need to spend less time away from the story. As I’ve said, I took some time off from writing this week and I’ve paid the price this weekend. I think the progress I made last weekend was great, but gave me a false sense of security. I would take a day and think “I can get a lot done on the weekend”……NOPE! However, I did get a nice surprise, when I did come back to the story on Saturday, I was not entirely sure where I was going so I pulled up my outline and I was able to get back on track instantly. I am already off script as far as the outline goes, but I am using the outline as a way to reference where the story needs to be in terms of landmarks in the time line, which is perfect.

Those are the big lessons I learned this weekend. In looking for ways to improve this process for myself. I need to look at how to handle the struggle points along the way. Today is a struggle, as the sub-title says. I’m facing the struggle as a writer, Chapter 2 doesn’t really have a struggle. The biggest problem at this point is, if I hit a part in the main story I’m working on, I will get bogged down. I need to have side projects I can work on so when the main project hits a wall, I can leave and come back. This is how I work when I design games and I think this is the way I need to work when I’m writing.

Speaking of, I think I want to start working on a new game this week. Even if it is in outline form but I’m feeling the game design. I know I said that in a previous post but I’ve written this down in my weekly notebook to actually work on a game.

Before I drop Chapter 1 in here……this is a good example of lesson 2. This post is roughly 800 words and I’ve been able to get this down with little issue. Writing these posts is definitely part of building up the writing muscle. I think I will start working on other outlines as well, but only in very high level views and probably do some more world building around the Luxe System itself. I have a lot of the bones built but there is a lot of meat to be put on these bones. That is enough for now, here is chapter 1…..enjoy!

Chapter 1:

note: this is unedited & unformatted, includes notes to myself, may have spoilers, open to your feedback, thank you for coming along on the ride!!!

Sarah spent a lot of her free time looking at the Moons of Luxe through her telescope. One of the Moons was a smaller, oblong satellite captured by the planet long ago when the system was forming. The other moon, The Trade Moon, shone bright in the night sky. The Trade Moon used to go by the name “ “ but now that space exploration was a real possibility, referring to “[name]“ as “The Trade Moon” was quickly becoming the norm. Citizens of [the place Sarah lives] had a serious case of space fever.

Sarah’s interest in the trade moon was to become a worker on the trade moon. She has spent much of her youth working on the bots in her Uncle’s workshop. She never had a manual to work with and she preferred it that way. From a young age, she wanted to figure things out on her own and the more she knew about “the right way” to do things, the less she wanted to do things as expected. She had plenty of friends in school and she spent a normal amount of time getting into trouble, spending time with her friends and working hard enough in school to not get noticed for good or bad grades. What she did differently compared to her peers was; when she wasn’t doing the things normal kids do, she was in the workshop playing with the new bots or helping her cousin build planet-bots.

All of this bot tinkering worked out for her cousin Darren, as he was accepted in the most recent recruiting program for Trade Moon workers. When he got the word he was accepted, they worked furiously to get his bot fleet ready for the trip. They didn’t know what would be best for the conditions and the job the bots would be performing on the moon, so they tried to build a two or three bots for each situation they could think of. They knew the jobs could range from inspections to repairs and there would for sure by cargo movement jobs. What they didn’t know were the one off jobs which would inevitably come up. These jobs would require different connector ports, used by the bot to interact with ships and cargo on a physical and electrical basis. Being they could plan for anything, Sarah spent a great deal of time writing the programs which would allow for bot’s hardware to be updated on the fly and cut down on the downtime which came along with these kind of situations.

Darren’s strengths were on the hardware side of things, he always relied on out of the box programs or had Sarah modify the code for the bots build in the shop. This system was fine for earth-bots as the out of the box programs were pretty robust on their own. Once the word came Darren, was going to be working on the Trade Moon, he asked Sarah for her help.

Darren experimented with the physical limits of the bots. He had built in connection ports so multiple small bots could connect to each other and act as a larger bot. While the larger bots would be better for the job, when the large bots were down, he could plan on having the smaller bots work together. When a smaller bot was out of commission, he could replace it with another smaller bot. They were also cheaper and expendable. Being able to get a replacement on the trade moon would be difficult at first, but a dead small bot was parts for the other small bots.

Darren had been working on the Trade Moon for [length of time]. Today was the day Sarah and her Uncle were going to take a trip to the Planetary Hub and see if there were any jobs she could take on the Trade Moon.

“Are you ready to go?”, Her Uncle Daryl asked

“Yes, is there anything missing from the parts list?”

Uncle Daryl reviewed the list she’d put together….

“How many pulse drives do you have for the mini-bots”

“We’ve got three brand new drives, two which need repairs which I think I can handle and one I need you to look at. I can’t get the fuel flow to read correctly. The display reads as normal but the engine output is 40% of normal.”

“Bring it with us, we can drop it off at a shop in the hub. I’d work on it here but we’re going to be at the hub for a few hours. May as well show you were to go in the Hub to get these sorts of things fixed. If we can’t get you a job on the Trade Moon, we should look at getting you work in the Hub itself.

Sarah was so focused on working on the Trade Moon, she had never thought about a back up plan. She always appreciated this about her Uncle Daryl, he was thinking about backup plans and looking out for her best interests.

Daryl could see her shoulder slump as she realized there had to be a backup plan.

She kept up a facade and replied, “let me get the broken pulse drive and I’m ready to go.”

 

*     * *

 

As they arrived at the hub, a message arrived on Sarah’s comm-pad ::DARREN: Hey Cuz, good luck at the Hub today. Hope you’re able to find something [sender not currently on network]:: ::Thanks Cuz, I’ll update you when we’re on our way home::

First stop at the hub was the bot shop to drop off the pulse engine. This was not the first time Sarah had been to the hub, nor was it the first time she had been to the shop. What she had never received before was a guided tour of sorts from her Uncle. Daryl had been one of the labor pioneers of the Planetary Hub and the Trade Moon. Daryl had worked on constructing the Planetary Hub and when the Trade Moon was being built up, he was a worker advocate and adviser during the alpha recruitment process. The connections he’d had from the early days of the Trade Moon kept him updated on who owned what docks, current events and the occasional happyness update from the workers themselves. He was not sure if this was going to help get Sarah a dock on the Trade Moon and he didn’t want to get her hopes up, even though she was aware of his history.

“Right, let’s go check the boards” Uncle Daryl said as they walked out of the bot shop

A group of students being given a tour were blocking the way between the bot shop and the Trade Moon Depot. The TMD, as it was referred to by those in the know, is where the work boards lived. Dock owners would post different jobs they needed filling. There were contract jobs, bot fleets required jobs, bot-less jobs and there were always recruitment jobs for the AA. Since the AA offices had yet to be built on the Planetary Hub, they would use these boards to recruit workers. If there were people looking to work off planet, this is where they would be looking.

The display was made of three vertical monitors with a list of dock locations by latitude and longitude, dock owner name, job type, duration and post date. This was not the first time Sarah had been in front of this board. It was however the first time she looked at it with intention to apply.

“Not him, not him, not him….” could be heard coming from Daryl as he checked the names of the different owners

Sarah knew there was a boys club mentality on the Trade Moon. Her Uncle was not proud of what the Trade Moon had become and quite honestly, he hadn’t thought about the boys club being a problem until the day he realized his niece would want to work on the Trade Moon.

“Are there any names I should look for?” She asked wanting to do more than just stare and wait.

“Tarik & Evans are co-owners of a small dock. Tarik is a good guy, he took on Darren after his recruitment assignment was completed. Fraco is the other name I’m hoping to see here.”

“Franco!” Sarah quietly exclaimed as soon as she heard the name “Oh…..3 month contract job, and it’s bot-less.”

Hearing the disappointment, Daryl added, “Well, sometimes you have to take was you can get. You want me to massage him?”

“It’s worth reaching out”

“I’ll message him while we eat. Let’s grab a bite.”

 

The food court was big and had all kinds of options. Daryl explained that the food court was built to give non-travellers a reason to come to the Hub and check it out. They food diversity was on purpose in the hope that people from all over the world would be passing through the hub. “It shows so real forethought” Daryl concluded as he took a bite from his sandwich.

 

Both of their data pads flashed with a notification. Franco had replied to Daryl’s message ::FRANCO: I have four interviews lined up already for that job. I’d be happy to take Sarah on, but I can’t risk having these four guys interview and not hire one of them [satellite connection]::

“That makes no sense. He is the owner. How does anyone know how many interviews he has?”

“They don’t” Daryl answered “but this might be an on-site interview. If it is, the guys interviewing will be seen and when Franco has a new hire and no one sees one of the four on the dock, they will start asking questions”

“Ugh”

“I know, I’m not proud it’s turned into that up there…..”

The conversation pulled the mood down like a gravity spike. Along with the message notification, Sarah got the notification the pulse engine was fixed and ready for pick up. Not wanting to dwell on the situation, they finished up their meals and made their way to the bot shop.

 

Having paid for the fixed engine, Daryl said, “let’s take one more look at the board. At least we can save the listings to our data pads and we’ll know for next time what we’ve already looked at. You can sign up for board notifications sent direct to your data pad as well.”

While she said nothing, her shoulders gave the “okay” shrug and they started off towards to the boards

“Tarik! A new posting!” Sarah exclaimed “And it’s a bot-controller job!”

“I’m sending the message now” ::Hi Tarik, I see you have a bot-controller position posted. Darren’s cousin is available, can we chat?:: “It looks like they just started their day cycle, we should hear back sooner rather than later. Regardless of how he responds, connect your data pad to the the Trade Moon and Hub boards ##I need to reference this earlier in the chapter## Set up the notifications and we can get the next train out of here.”

“Already done Uncle”

“Good, let’s get going”

 

What has TGIK Games been up to? 11/23/15

What Has TGIK Games Done For You Lately?

Projects 

Podcast (11/23/15)

We released four episodes last week. One Chat with Pete, two regular episodes (Designer Hot Seat and Special Sauce) and a Guest interview with Andy Geremia. This weekend we were able to record three episodes. We talked about a recent playtest and the lessons learned, prototyping methods and how we use the digital space and analog materials to build our prototypes and we finished the recording session by talking about different approach to games and the reasons designers put games in front of playtesters.

Things are humming along with the podcast and we are about to get into a string of content that I am really excited to share with you. We are releasing about 10-12 episodes behind of what we have alerady recorded, I felt like episode 12 or 13 was when we really started to hit our stride.

If you want to be a guest on the podcast, please feel free to contact me and we can talk about getting you on the show to talk about design or an upcoming Kickstarter project. You don’t have to be a board game designer either. If you are a digital game designer or a gamer that wants to get into design, we want to talk to you.

Playtest Network (11/23/15)

We want to start working on a playtest network. Not sure when it will begin, but I wanted to start putting the word out there. If you are interested in any of our games and would like to playtest them, let us know and we will add you to the list. I will probably start a google survey at some point and add the link here so people can enter their information. When prototypes(digital or physical) or PnPs become available we will let you know.

  • Print and Play Testers: We need people who like to play print and play versions of games. With the rule books on deck to be completed, we are going to look at creating PnP files for our games. Some are done and are just waiting for the rule books to be written. If you would like to be part of our Print and Play network, contact us and we will get you on the list.
  • Digital Playtesters: We are going to start setting up our games in the digital space. We will use one or both of Table Top Simulator and Tabletopia. If you use either of those platforms and want to test our games with us and for us, let us know.

Volunteer Network (11/23/15)

We have reached a point where we want to start adding people to our team. We need help with the blog, rules reading, content ideas, playtesting, general brainstorming, podcast things and on and on. If you ever wanted to get involved in the games industry and you would like to go on this journey with us, contact me. We can talk about what you might be interested in doing with us. Maybe you would like to write a blog series or record a segment for a podcast? Maybe you would like to review rules or play some early PnPs. The idea and vision that is TGIK Games has grow to be much more than a board game publishing company and we would like to get you involved if you are so inclined. In the interest of being specific, let me give one thing I know I need help with right now.

  • Brainstorming Group: We need a person, or a group of people to brainstorm ideas for blog posts. What would you want to read about, what are the subjects in the hobby that you would want to hear more about. I could use help in that arena. If you are interested, get a hold of me via email, twitter or facebook and we can get a google doc started to brainstorm some ideas.
  • Lore Creator/Creative Writing: We are currently building a game universe to use as a backdrop for future games. The universe outline is getting pretty big and there are areas that could use some attention that I am not able to give them. I am looking for people who want to help out with the building of this universe. Write the backstory for a planet or a nation of a planet. If you are interested, get in contact and we can talk details.

Blog (11/9/15)

The blog is chugging along as it has done for a little over a year. The How to Build a Game series is moving along and I want to get back into the Education series. I had some momentum behind the Let’s Build a Game series but after I built the first prototype, I had to wait a while to get a first playtest in and after we played it……wow……it was not the experience I was looking for. I need to take the game back to the drawing board and do some reworking. I do have a recording of the playtest so I can use it to go back and take some notes and make some changes. BUT….when I started the Let’s Design a Game Series, I had all the time in the world because the podcast had not started. This means that I don’t know when that series will be up and running again.

As far as the active series of the blog, I have reached a point in my potential topics list where I need to spend some time doing research. I have picked a significant amount of “low hanging fruit” for blog topics. Going forward, the topics I want to write about will take more than just writing from preexisting experience. Right now, the blog is the easiest place to take time away so that means that the 3 times a week posts will probably be backed off to 2 times a week and maybe even once a week with a lot of archive posts.

Google Hangouts (11/16/15)

We had another hangout this weekend. Gerry, Scott and Joe joined me while I struggled to figure out my mic issues. We talked about the design work we had been up to since the last time we all talked. Yes, we meet every two weeks, but this was the first time this group of four had been together in probably two or three months. Aidan was off galavanting as a piano player so he missed out.

If you are interested and want to join in the conversation, please contact me and I will add you to the invite

Update of Current Games

Mars 4:45 (11/9/15)

Mars 4:45 is our real time Mars colony building card game. Players will have their own game of solitaire in front of them(hang with me, I promise!) and everyone is trying to build sets in a community area. When one player finishes a set with a launch card, they add the set to their colony. Trouble is, the cards in that set may not all be theirs. If a player collects too many of the other player’s cards and not enough of their own, other players could claim your colony points. This is the first game we want to take to Kickstarter and we are currently looking at spring of next year to go live with the campaign. We are currently in the art phase and what we have so far is really exciting. If you like Dutch Blitz, you will like this game. Mars 4:45 was inspired by a game we played in High School called Pounce, which is very similar to Dutch Blitz. We currently have a rule book done but with the terminology and the basic art from the first theme of the game. When we have the completed art, we can update the rules and start releasing to you all the awesomeness that is the art and gameplay for this game.

Priests of Olympus (11/9/15)

This is our simultaneous play modular board game that features what we are calling ping pong combat. Each player is one of the Gods on top of Mt. Olympus sending their priests to different temples to collect devotion. As the Priests come into contact with each other, they will battle one another. When one Priest loses, they will retreat into a different hex, if there is another priest in that hex, they go to battle as well. Priests are able to combine with one another to make a stronger unit in combat, but the strongest priests are limited in who they can pair with. Medium powered priests can pair up with as many allied priests as they want. However, the weakest priests are allowed to move faster than the more powerful priests. So even if you don’t have the strongest priest, you still have an advantage in another aspect of the game. We are planning for this to be our second Kickstarter project. We need to write the first draft of rules for this game and when that begins we will add a link so you can follow along.

Line Drive (11/23/15)

11/23/15 Update: We played the updated version of the game and it went very well. We did end up having to make enough significant changes to the game that the rule book we had started is now obsolete. We also have a few more minor changes we want to make to the game after discussion what happened in this latest test. We want to test these updates in one game to see if they work and another game to play for time. Right now, the game sits at 90 min for 3 players, but that is 90 mins where we stop and talk about what is giong on during the game. I am not sure how long the game is with two players and what areas we can cut out some time. The game is a lot of fun, but 90 min for a baseball game is a tough sell and trying to cut more time out, if possible, is important.

11/16/15 Update: Joe, Aidan and I played Line Drive two weekends ago and after that test, we had a few changes we needed to make to the prototype. I spent this week making those changes to the alpha prototype. Assuming the next test goes well and the changes work, we will be moving to a beta prototype.

Line Drive is our baseball deck building game. Players manage their own roster of pitchers and hitters in order to strike out their friends and run wild on the base paths. This is a 2-3 player game where everyone runs their own team. We like this because we know of no other sports game that allows an odd number of players to play each other with their own team, nor a 4 player sports game where it isn’t teams of 2 against each another. That said, there are ump-teen (HEYO!) thousand games out there and maybe we just haven’t come across one that allows for one team for each player count. The game also features a mechanic that will move cards from my deck to your deck and vice versa. Just because you were able to buy the best pitch on the board this turn, doesn’t mean I won’t be able to use it later in the game.

Class Elections (11/9/15)

Class Elections is a little abstract auction game where players are trying to win over the various groups on campus. Players will need to manage their time since everyone has the same amount to spend talking to the different groups on campus. When a player wins over a group(represented by a card), they get the card, but not the time cubes. The players who lost the card, get all of their time cubes back. Players will be able to get back cubes over time, or they have the option to take back extra time as a turn action, but time management is key to the game. We have a basic rule book for this game but we need to play around with the terminology of a few elements and we need to work on what the different groups on campus represent. Either way, the mechanics are done and the rest of development is on the theme side.

PTQ (11/9/15)

Pairs, Trips and Quads is a another abstract game where players are turning in sets of pairs, trips or quads for points. Every turn players will collect cards numbered 1 through 4 and they are trying to assemble different sets. Over the course of the game, the value of the different sets will change so players will need to manage the cards they are trying to collect. Sounds easy enough, right? Well, there are also traps in this game. Players will get to place traps on the different sets. When a player turns in a set of three 2’s, if there is a trap, or multiple traps, they will be tripped and players will need to deal with the consequences. The mechanical development if this game is basically done. At this point, we need to finish up the rules and figure out the balance of the different traps in the game.

What Team Are You On? (11/9/15)

What team are you on is another abstract game. A 4×4 grid of point and action cards are set up in the middle of the table. Players will be trying to be the only player to claim one of the cards in the 4×4 grid. To claim a card, a player will place a numbered claim card, 1 through 4, on the outside of the grid. If you are the only player to claim a card, you win it. It two people claim the same card, no one wins it, if more than two people claim a card, it is removed from the game. Most points wins! But…….there are bonus points as well. Each card has a color, or team associated with it. Players will have the option to claim bonus points with the cards they have collected by playing them face up and/or face down in front of them. I will not get into the specifics here because honestly, I don’t remember all the rules associated with the team and bonus points….its been a while since I played it. We do have a first draft rule book sitting on a Google doc, I just need to look at it again.

Secret Project (11/9/15)

Now, I am not one to have secret projects. If this post is any indication, I like to be as open as possible with with the projects we have going on. This project is secret for now because I don’t know what shape the project will take and we want to get some of the building worked out before we start talking about the particulars.What I can tell you is that it is our first gamification project and once we are done with our current run of rule book writing, we are going to jump into this project “full time”.

Bounty Hunters (11/9/15)

Bounty Hunters is a move and shoot dice game. Players will be shooting other players and autonomous enemies in order to score points. each time a player uses a die token, they lose that token. So a player could use 3d6 to shoot an enemy across the board, but they would lose those dice to do so. Players gain dice back every turn and they can also collect die tokens on the board, but here is the catch. Die tokens are also your HP. Not only is there a strategic game on the board, but there is also a game happening on the score/initiative track. Players will have to manage their movement and attack separately on the initiative track. Since we have not worked out a lot of the details I will limit what I say but I am really looking forward to working on this game.

Soul Hunters (11/9/15)

Soul Hunters is our answer to player elimination where players are hunters going into a castle to find and destroy a Necromancer. Players will be searching rooms in order to find better equipment, light auras and dark auras. In the castle there are spirits and skeletons trying to kill them. If a player is killed, they become a skeleton and a spirit. As the skeleton, they get to run around the board trying to kill the hunters that remain. As a spirit, they get to mess with the conditions of the castle. You can lock doors, move walls……to be honest……I am still trying to figure out exactly what the spirits are allowed to do. If you die, you move to the undead team and still get to have fun. Players can also get back onto the hunter team if they are resurrected by one of the living hunters. I have a lot to explore in this design and I am really looking forward to it. So much so, I will probably be working on this during the week when Aidan and I are not together.

Harbor Master (11/9/15)

Harbor Master is a market manipulation game where players are building a new colony. Players will send workers to the harbor to collect goods and at the end of a turn, players will only get one worker back. One player will also get to set the market every turn in secret. Some goods will be plentiful and others will be scare. Every turn there will be a sea-vent that could be clear sailing and all the goods are safe, or it could be a hurricane and no one gets anything this turn. While the first test did not go as smoothly as I had envisioned, the bones are there for a really great game.